Hey thanx for sharing I went through your first chapter and would like to say that you have an interesting workaround concerning the poor resolution of the sleep() method. However, I am not sure wether it is a good idea to continue developing games with a sleep method in their game loops. The issue of garbage collection does come up, but some of the more experienced programmers here have found ways of ironing out the kinks in that, and I am guessing that future jdk's will have solved some of the problems related to the GC. Then again I really dont have enough experience to be sure about this, so any responses are more than welcome.

Andrew, I am working through the 2D stuff in your book, what a great resource!

I have noticed an issue with FSEM WormChase. About half the time on my machine when the WormChase starts up it just paints the screen gray and that's it. Hitting ESC exits the program. I'm running 1.4.2 on a not-too-ancient Dell running Windows XP with Direct X 9.

I experimented a little by changing the background color of the JFrame to Color.BLUE and indeed, it now gives me a screen full of blue about half the time. I'm wondering if the JFrame is occasionally winniing a race to grab the drawing surface?

Are you going to cover ManagedImages, HW acceleration, and the other black arts of J2D in the coming chapters? (I hope so, It would solve so many of the reoccuring questions that come up on this, and other forums )

1 thing the Fullscreen Exclusive Mode bit doesn't touch on, is the reason the fps maxed out at 80-85, when 100 was requested - Vsync.

Thanks for the info on the buffer strategy creationbug; I'll try to add the fix into the code and chaptertoday or tomorrow. Did the problem occur in1.5, which is meant to have fixed it?

The next chapter is about image manipulation, witha discussion about managed images, and afew special effects like fading, flipping, etc.

One dilemma I have, is how much to stick with 1.4.2.

For example, I really need to revisit chapters 1-3 and use the nanosecond counter rather than the Java 3D timer. In chapter 4, should I mention the workaround when using ImageIO to create a managed image?

Congratulations for finding a publisher. I really liked what i have seen so far from your book. I have read quite a few books about java game development but they all lack on going into depth of the graphics features. so you have a good chance to fill a gap.

java-gaming.org is not responsible for the content posted by its members, including references to external websites,
and other references that may or may not have a relation with our primarily
gaming and game production oriented community.
inquiries and complaints can be sent via email to the info‑account of the
company managing the website of java‑gaming.org